Systems and methods for challenges between unique digital articles based on real-world information

ABSTRACT

Systems and methods to effectuate challenges between unique digital articles, the challenges being evaluated based on particular real-world information, are disclosed. Exemplary implementations may execute instances of a game; manage player accounts associated with the players, including a first and a second player account associated with a first and a second player; present a first user interface to a first player that enables the first player to define an objective for a challenge between a first and a second unique digital article, define one or more stakes for this challenge, and invite the second player to partake in this challenge, record executable code on a permanent registry to evaluate the challenge, based on real-world information; and responsive to the first or second unique digital article winning the challenge, distribute the one or more stakes to the first or second player, respectively.

FIELD OF THE DISCLOSURE

The present disclosure relates to systems and methods to effectuatechallenges between unique digital articles, the challenges beingevaluated based on particular real-world information.

BACKGROUND

Online gaming platforms are known. Distributed registries are knowntechniques to produce a secure record or registry of rights pertainingto assets or articles, transactions, and other information. Many typesof digital articles are known. Blockchain oracles are known.

SUMMARY

One aspect of the present disclosure relates to a system configured toeffectuate challenges between unique digital articles, the challengesbeing evaluated based on particular real-world information. The uniquedigital articles are associated with in-game player-controllablecharacters configured to be used in instances of games within an onlinegaming platform. The system may include the online gaming platform, aregistry server, a real-world information server, and/or othercomponents. The online gaming platform may include one or more hardwareprocessors configured by machine-readable instructions. The system maybe configured to execute, within the online gaming platform, an instanceof a game to facilitate presentation of the game to players, andimplement in-game actions in the instance of the game in response toin-game action instructions for the in-game actions by the players.Presentation of the game is based on views of the game that aredetermined during execution of the instance of the game. The players mayinclude a first player and a second player. The system may be configuredto manage player accounts associated with the players. The playeraccounts may include a first player account associated with the firstplayer and a second player account associated with the second player.The first player account may include a first account inventory of afirst set of virtual items. The second player account may include asecond account inventory of a second set of virtual items. The firstplayer controls the first set of virtual items in the first accountinventory. The second player controls the second set of virtual items inthe second account inventory. The first account inventory may include afirst unique digital article that is associated with a first in-gameplayer-controllable character usable in the instance of the game. Thesecond account inventory may include a second unique digital articlethat is associated with a second in-game player-controllable characterusable in the instance of the game. The system may be configured toeffectuate a first presentation of a first user interface to the firstplayer that enables the first player, through first player input. Thefirst player input defines an objective for a challenge between thefirst unique digital article and the second unique digital article. Thechallenge will be evaluated based on real-world information. The firstplayer input defines one or more stakes for the challenge. The one ormore stakes may include one or more virtual items and/or objects thatare usable within the online gaming platform. The first player inputinitiates transmission of information representing an invitation for thesecond player to partake in the challenge through the second uniquedigital article. The information is transmitted to a client computingplatform associated with the second player. The invitation correspondsto the objective and the one or more stakes as defined through the firstuser interface. The system may be configured to effectuate a secondpresentation of the invitation to the second player. The system may beconfigured to receive, from the client computing platform associatedwith the second player, an indication of acceptance, by the secondplayer, of the invitation to partake in the challenge. The system may beconfigured to generate and transfer, to a registry server thatimplements a permanent registry, a set of instructions to record and/ormodify. The set of instructions may record a first set of usageinformation pertaining to the first unique digital article. The set ofinstructions may record a second set of usage information pertaining tothe second unique digital article. The set of instructions may recordexecutable code pertaining to the challenge. The registry server mayinclude one or more processors configured by one or moremachine-readable instructions. The system may be configured to receiveand execute (i) a first set of instructions to record, on the permanentregistry, the first set of usage information, wherein the first set ofusage information controls usage by the first player of the first uniquedigital article, and (ii) a second set of instructions to record, on thepermanent registry, the second set of usage information, wherein thesecond set of usage information controls usage by the second player ofthe second unique digital article. The first set of usage informationcontrols a first sensitivity of the first unique digital article topartake in the challenges. The second set of usage information controlsa second sensitivity of the second unique digital article to partake inthe challenges. The system may be configured to record, on the permanentregistry, the executable code. The executable code is configured toreceive the real-world information from a real-world information server.The executable code is configured to perform one or more evaluationsbased on the received real-world information. The one or moreevaluations evaluate the challenge. The real-world information servermay include one or more particular processors configured by particularmachine-readable instructions. The system may be configured to determinethe real-world information based on events that have occurred in thereal world, external to the real-world information server and thesystem. The system may be configured to transfer the real-worldinformation to at least one of the registry server and the permanentregistry. The system may be configured to effectuate execution of theexecutable code and performance of the one or more evaluations. Thesystem may be configured to, responsive to the performance of the one ormore evaluations evaluating that the first unique digital article wonthe challenge, distribute and/or return the one or more stakes to eitherthe first unique digital article or the first player. The system may beconfigured to, responsive to the performance of the one or moreevaluations evaluating that the second unique digital article won thechallenge, distribute and/or return the one or more stakes to either thesecond unique digital article or the second player.

Another aspect of the present disclosure related to a method ofeffectuating challenges between unique digital articles, the challengesbeing evaluated based on particular real-world information. The uniquedigital articles are associated with in-game player-controllablecharacters usable in instances of games within an online gamingplatform. The method may include executing, within the online gamingplatform, an instance of a game to facilitate presentation of the gameto players, and implementing in-game actions in the instance of the gamein response to in-game action instructions for the in-game actions bythe players. Presentation of the game is based on views of the game thatare determined during execution of the instance of the game. The playersmay include a first player and a second player. The method may includemanaging player accounts associated with the players. The playeraccounts may include a first player account associated with the firstplayer and a second player account associated with the second player.The first player account may include a first account inventory of afirst set of virtual items. The second player account may include asecond account inventory of a second set of virtual items. The firstplayer controls the first set of virtual items in the first accountinventory. The second player controls the second set of virtual items inthe second account inventory. The first account inventory may include afirst unique digital article that is associated with a first in-gameplayer-controllable character usable in the instance of the game. Thesecond account inventory may include a second unique digital articlethat is associated with a second in-game player-controllable characterusable in the instance of the game. The method may include generatingand transferring sets of instructions to record and/or modify a firstset of usage information pertaining to the first unique digital articleand a second set of usage information pertaining to the second uniquedigital article. The method may include effectuating a firstpresentation of a first user interface to the first player that enablesthe first player through first player input. The first player inputdefines an objective for a challenge between the first unique digitalarticle and the second unique digital article. The challenge will beevaluated based on real-world information. The first player inputdefines one or more stakes for the challenge. The one or more stakes mayinclude one or more virtual items and/or objects that are usable withinthe online gaming platform. The first player input initiatestransmission of information representing an invitation for the secondplayer to partake in the challenge through the second unique digitalarticle. The information is transmitted to a client computing platformassociated with the second player. The invitation corresponds to theobjective and the one or more stakes as defined through the first userinterface. The method may include effectuating a second presentation ofthe invitation to the second player. The method may include receiving,from the client computing platform associated with the second player, anindication of acceptance, by the second player, of the invitation topartake in the challenge. The method may include generating andtransferring a set of instructions to record and/or modify (i) a firstset of usage information pertaining to the first unique digital article,(ii) a second set of usage information pertaining to the second uniquedigital article, and (iii) executable code pertaining to the challenge.The method may include receiving and executing (i) a first set ofinstructions to record, on the permanent registry, the first set ofusage information, wherein the first set of usage information controlsusage by the first player of the first unique digital article, and (ii)a second set of instructions to record, on the permanent registry, thesecond set of usage information, wherein the second set of usageinformation controls usage by the second player of the second uniquedigital article. The first set of usage information controls a firstsensitivity of the first unique digital article to partake in thechallenges. The second set of usage information controls a secondsensitivity of the second unique digital article to partake in thechallenges. The method may include recording, on the permanent registry,the executable code. The executable code is configured to receive thereal-world information from a real-world information server. Theexecutable code is configured to perform one or more evaluations basedon the received real-world information. The one or more evaluationsevaluate the challenge. The method may include determining thereal-world information based on events that have occurred in the realworld, external to the real-world information server and the system. Themethod may include transferring the real-world information to at leastone of the registry server and the permanent registry. The method mayinclude effectuating execution of the executable code and performance ofthe one or more evaluations. The method may include, responsive to theperformance of the one or more evaluations evaluating that the firstunique digital article won the challenge, distributing and/or returningthe one or more stakes to either the first unique digital article or thefirst player. The method may include, responsive to the performance ofthe one or more evaluations evaluating that the second unique digitalarticle won the challenge, distributing and/or returning the one or morestakes to either the second unique digital article or the second player.

As used herein, any association (or relation, or reflection, orindication, or correspondency, or correlation) involving servers,processors, client computing platforms, players, player accounts,inventories, articles, digital articles, requests, manners of usage,exchanges, challenges, objectives, stakes, offers, transactions, in-gameactions, accessibility, sensitivities, eligibilities, benefits,ownership, permanent registries, responses, denials, contracts, metrics,metric values, scores, gains, trigger events, incentives, proposals,sets of instructions, operations, determinations, distributions,transfers, presentations, interfaces, notifications, and/or anotherentity or object that interacts with any part of the system and/or playsa part in the operation of the system, may be a one-to-one association,a one-to-many association, a many-to-one association, and/or amany-to-many association or “N”-to-“M” association (note that “N” and“M” may be different numbers greater than 1).

As used herein, the term “obtain” (and derivatives thereof) may includeactive and/or passive retrieval, determination, derivation, transfer,upload, download, submission, and/or exchange of information, and/or anycombination thereof. As used herein, the term “effectuate” (andderivatives thereof) may include active and/or passive causation of anyeffect, both local and remote. As used herein, the term “determine” (andderivatives thereof) may include measure, calculate, compute, estimate,approximate, generate, and/or otherwise derive, and/or any combinationthereof.

These and other features, and characteristics of the present technology,as well as the methods of operation and functions of the relatedelements of structure and the combination of parts and economies ofmanufacture, will become more apparent upon consideration of thefollowing description and the appended claims with reference to theaccompanying drawings, all of which form a part of this specification,wherein like reference numerals designate corresponding parts in thevarious figures. It is to be expressly understood, however, that thedrawings are for the purpose of illustration and description only andare not intended as a definition of the limits of the invention. As usedin the specification and in the claims, the singular form of “a”, “an”,and “the” include plural referents unless the context clearly dictatesotherwise.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a system configured to effectuate challenges betweenunique digital articles, the challenges being evaluated based onparticular real-world information, in accordance with one or moreimplementations.

FIG. 2 illustrates a method of effectuating challenges between uniquedigital articles, the challenges being evaluated based on particularreal-world information, in accordance with one or more implementations.

FIGS. 3A-3B-3C illustrate example implementations of player interfaces,as may be used by a system configured to effectuate challenges betweenunique digital articles, the challenges being evaluated based onparticular real-world information, in accordance with one or moreimplementations.

FIG. 4 illustrates an exemplary view of interactive gameplay in aninstance of a game, as may be used by a system configured to effectuatechallenges between unique digital articles, the challenges beingevaluated based on particular real-world information, in accordance withone or more implementations.

FIGS. 5A-5B illustrate exemplary permanent registries, as may be used bya system configured to effectuate challenges between unique digitalarticles, the challenges being evaluated based on particular real-worldinformation, in accordance with one or more implementations.

FIG. 6 illustrates an example implementation of a user interface todefine elements of a challenge, as may be used by a system configured toeffectuate challenges between unique digital articles, the challengesbeing evaluated based on particular real-world information, inaccordance with one or more implementations.

DETAILED DESCRIPTION

FIG. 1 illustrates a system 100 configured to provide challenges betweenunique digital articles, the challenges being evaluated based onreal-world information, in accordance with one or more implementations.As used herein, challenges refer to an individual player challenging oneor more other players, through their respective unique digital articles.For example, a challenge may be a player-to-player challenge, aplayer-to-unique digital article challenge, or aunique-digital-article-to-unique-digital-article challenge. For example,a challenge may be a player-initiated challenge (and may be notinitiated or controlled by the game-logic of an instance of a game). Insome implementations, challenges are not initiated or controlled byonline gaming platform 105 itself. Instead, an individual player maychallenge another player to a contest, a competition, and/or anothertype of challenge for which success, failure, winning and/or defeat canbe determined based on real-world information. For example, theindividual player may determine and/or select which unique digitalarticle or other player is invited (i.e., offered a chance) toparticipate in a particular challenge. In some implementations, achallenge must include participants that have mutually exclusive goals,such that at least one participant wins and at least one participantloses (unless the challenge itself somehow is not completed, concluded,and/or otherwise invalidated). Barring foul play, cheating,disqualifications, and other exceptions, a challenge produces a winnerand a loser, and the winner wins something from the loser. In someimplementations, challenges may only be initiated through and betweenunique digital articles that are sensitive and/or eligible to partake in(real-world-information-based) challenges. For example, this sensitivityand/or eligibility may be configurable per unique digital article (inother words, specific to individual unique digital articles), and,depending on the implementation, either players and/or online gamingplatform 105 may configure and/or control this sensitivity and/oreligibility. Unless otherwise stated, challenges refer to challengeswithin system 100, which may be referred to as system-internalchallenges, or internal challenges. Partaking in a challenge may referto any participant, whether initiating a challenge or accepting aninvitation to a challenge.

As used herein, the terms “real world” and “real-world information”refer to the physical world external to system 100 (and external toonline gaming platform(s) 105, administration server(s) 115, registryserver(s) 111, and real-world information server(s) 119), as well asinformation obtained therefrom and/or otherwise based thereon. By way ofnon-limiting example, real-world information may refer to quantifiableand/or deterministic data about events and/or activity that have/hasoccurred in the real world. By way of non-limiting example, results fromcompetitions including sports are real-world information. Weather data,traffic information, stock prices, election results, results ofreal-world measurements, box office returns, financial market data, andthousands of other types of data may be real-world information. In someimplementations, challenges may have consequences for the participants.For example, participants of challenges may define one or more stakesfor the challenges, and the consequences may include winning or losingone or more stakes. The consequences may include in-game consequences(for players) and/or external consequences that are external to onlinegaming platform 105. By way of non-limiting example, consequences mayinclude positive consequences, negative consequences, and/or neutralconsequences. By way of non-limiting example, a positive consequence mayinclude distributions (and/or other provisions) of stakes and/orbenefits, e.g., to a player or to a unique digital article. By way ofnon-limiting example, a negative consequence may include losingsomething (e.g., one or more stakes) of value or use, e.g., something ofvalue or use within online gaming platform 105. Positive consequencesmay be referred to as benefits. Negative consequences may be referred toas loss or risk. For example, the loser of a challenge may, as aconsequence, lose one or more stakes to the winner.

As used herein, the term “benefit” may represent anything of value oruse in system 100, or online gaming platform 105, or registry servers111, or anything that can be exchanged or otherwise traded for somethingof such value or use, whether tangible or not, whether physical and/orvirtual. As a preliminary and non-limiting example, by virtue of thesystems and methods described in this disclosure, an individual playerwho owns a particular unique digital article (that is linked orotherwise has a sensitivity to specific real-world information such as,say, results of one or more Oakland Athletics baseball games, and/or hasa sensitivity or eligibility to partake in challenges involvingconsequences based on the specific real-world information) may eitherreceive a particular benefit (e.g., an in-game stake such as an in-gamecurrency within online gaming platform 105) or lose a particular stake(e.g., a particular amount of an in-game currency within online gamingplatform 105), responsive to the Oakland A″s winning or losing,respectively. The real-world event of this baseball game may be used asa basis for evaluating a particular challenge (and/or correspondingparticular consequences), provided that each of the participatingplayers has opted for their respective unique digital articles to beexposed to these challenges, and agreed to partake in this particularchallenge. The corresponding particular consequences may include atleast one positive consequence (e.g., the winner winning the loser'sstake) and at least one negative consequence (e.g., the loser losing astake to the winner). In this example, each of the participatingplayers, through their unique digital articles, has put up a particularamount of the in-game currency as their stake. In other words, the riskto each of the individual players (in the context of this particularevaluation of this particular challenge) is the particular staked amountof the in-game currency. In implementations where owners can opt-inand/or opt-out of being exposed to these types of challenges, thesensitivity or eligibility may be referred to as player-configurable orplayer-controlled.

As used herein, the term “unique digital article” may refer to digitalarticles that are uniquely identified and/or uniquely identifiable,e.g., by an identifier or by identifying information. For example, insome implementations, an identifier or identifying information mayinclude or be based on a combination of different types of information,including but not limited to information regarding the type of a digitalarticle, a serial number and/or other numerical identifier of thedigital article, and/or other types of information. As used herein,rights pertaining to unique digital articles may be tracked, recorded,and/or otherwise registered on one or more permanent registries. Assuch, a unique digital article may be a registry-tracked unique digitalarticle. In some cases, this accessibility may include ownership.

Individual unique digital articles may be associated and/or correlatedwith another entity (which may be referred to as a “correlated entity”)by virtue of technology provided and/or supported by the one or morepermanent registries on which the rights pertaining to the individualunique digital articles is tracked (including but not limited to smartcontracts and/or other executable code on the one or more permanentregistries). Accordingly, rights pertaining to a unique digital articlemay correlate to the provision of one or more rights (e.g.,accessibility) with respect to the correlated entity (e.g., controland/or other accessibility). Transactions involving a unique digitalarticle recorded on a permanent registry may correlate to certaintransactions (or modifications) of the correlated entity, and/or viceversa.

In some implementations, correlated entities may be (or include) virtualitems configured to be used within online-gaming platform 105 (such as,for example, a player-controllable in-game virtual character that isusable within an instance of a game within online gaming platform 105).Other types and/or combinations of correlated entities are envisionedwithin the scope of this disclosure, including but not limited tophysical and/or virtual objects, items, rights, memberships, grants,etc. The use of the singular “entity” or “correlated entity” is notintended to be limiting, as multiple different objects, items, rights,memberships, grants, etc. may be correlated to a single unique digitalarticle. By way of non-limiting example, a correlated entity may be anart work, a ticket to an event, a subscription to certain media content,a bundle of rights related to captured audio and/or video information,ownership of or accessibility to distribution gains, and so forth. Asused herein, the term “non-fungible token” or “NFT” may be used to referto a combination of a particular unique digital article and a particularcorrelated entity that is correlated to the particular unique digitalarticle.

System 100 may include one or more online gaming platforms 105, registryserver(s) 111, administration server(s) 115, real-world informationserver(s) 119, client computing platform(s) 104, user interface(s) 125,server(s) 102, external resource(s) 138, and/or other components.Players 123 (also referred to as users) may include one or more of afirst player, a second player, a third player, a fourth player, anadministrative user, and/or other players. Players 123 may includeplayers who play and/or otherwise interact on online gaming platform105. As used in descriptions herein, any use of the term “player” mayrefer to player(s) 123. Electronic storage 130 a, electronic storage 130b, and electronic storage 130 c may be similar to electronic storage 130as described elsewhere in this disclosure, though included inadministration servers 115, registry servers 111, and real-worldinformation servers 119, respectively, as depicted in FIG. 1 .

Instances of games may be executed within one or more online gamingplatforms 105. As used herein, online gaming platform(s) 105 may referto either an individual game (e.g., an interactive online game), a typeof gaming console and its ecosystem, and/or both. Online gaming platform105 may be configured to host (and/or execute instances of) the one ormore (online) games. Online gaming platform 105 may be operated, hosted,and/or owned by one or more stakeholders of online gaming platform 105.For example, a platform operator (and/or another stakeholder) may sellin-game digital items (e.g., characters, weapons, resources, etc.) toplayers 123 of online gaming platform 105.

Referring to the game and to online gaming platform 105, individualplayers may own and/or control individual unique digital articles,correlated entities, and/or other virtual items. In someimplementations, players may exchange unique digital articles and/orother virtual items with other players. As used herein, exchanges referto individual players winning, losing, auctioning, selling, purchasing,trading, bartering, wagering, staking, and/or otherwise exchangingvirtual items (directly, without a store or store interface undercontrol of online gaming platform 105) to other individual players orwith other individual players (including exchanging virtual itemsthrough player-to-player challenges). Due to an exchange, ownershiprights of a digital article may transition from an original owner to anew owner (even if there may, in some implementations, be one or moreintermediary and/or temporary owners during the process of performingthe exchange). In some implementations, unique digital articles may beassociated and/or correlated with other rights than ownership rights,such as, by way of non-limiting example, distribution rights.

In some implementations, distribution rights of (unique) digitalarticles may reflect rights held by the individual ones of the players123 to receive certain distributions of benefits upon exchangesinvolving the particular digital articles. For example, individualplayers 123 may own rights related to particular digital articles thatguarantee and/or entitle them benefits upon (future) exchanges involvingthose digital articles regardless of whether the individual players 123own those digital articles. In some implementations, the distributiongains may result from a particular action or activity (such as, e.g., asale of a particular digital article), e.g., within the online gamingplatform 105, of a particular digital article. As used herein, adistribution gain resulting from a particular action or activity mayinclude one or more of a portion of the proceeds of the particularaction or activity, a fee related to the particular action or activity,a minimum payment triggered by the occurrence of the particular actionor activity (or a set of particular actions or activities), and/oranother arrangement for payment and/or compensation, including but notlimited to combinations of fixed fees, minimum fees, percentages ofsales, percentages of profits, and/or other arrangements. The term“portion” does not imply or require a percentage or ratio, but rather isintended to signify that beneficiaries (i.e., the players that hold thedistribution rights) may receive something of value and/or use. Thedistribution gains may include one or more virtual currencies such asvirtual tokens, virtual stars, virtual points, virtual real-worldcurrencies (e.g., US Dollars), and/or other gains that are based on theparticular digital articles.

In some implementations, (unique) digital articles, correlated entities,and/or other virtual items may include and/or be virtual items that arenot fungible and may be usable within online gaming platform 105. Insome implementations, one or more of these may represent(three-dimensional) in-game player-controllable characters that caninteract with other (in-game) virtual items within online gamingplatform 105. In some implementations, virtual items may include one ormore of weapons, toys, characters, abilities, skills, tools, pets,clothing, vehicles, game levels, missions, assignments, chapters, tasks,mini-games, restricted areas within a virtual space, restricted modes ofgameplay, access rights within an online game, and/or other virtualitems. In some implementations, virtual items may refer to any item orobject within online gaming platform 105 for which a player may use,own, sell, trade, destroy, and/or otherwise effectuate a change ofownership or control.

As used herein, a digital article is fungible if it is functionallyand/or physically indistinguishable from another digital article. Forexample, a payment token such as a Bitcoin is fungible. A digitalarticle may be non-fungible if it is unique, or one-of-a-kind. Forexample, a specific individual CryptoKitty™ may be non-fungible. Adigital article may be semi-fungible if there is a set of a limitednumber of similar but distinguishable digital articles. For example, alimited-edition Blanko™ or another in-game character may besemi-fungible. For example, one of a limited number of 2-dimensional or3-dimensional in-game virtual items may be semi-fungible. For example, adigital ticket to a show, concert, exhibition, and/or other event may besemi-fungible. For example, a piece of art or jewelry (e.g., as avirtual item or as representing a physical item) may be semi-fungible.As used herein, semi-fungible digital articles are considered as unique,“not fungible”, or non-fungible digital articles. In someimplementations, digital articles may be usable within one or moregames.

Registry server(s) 111 (e.g., registry server 111 a, registry server 111b, and so forth) may be used to implement one or more permanentregistries, including but not limited to blockchain 117 a, blockchain117 b (partially visible in FIG. 1 ), and so forth. In someimplementations, one or more permanent registries may be decentralizedand/or immutable registries. In some implementations, blockchain 117 aand blockchain 117 b may be maintained by distributed computingplatforms (not shown in FIG. 1 ). In some implementations, a distributedcomputing platform may be implemented by a set of client computingplatforms and/or servers (including, for example, one or more registryservers 111). The distributed computing platform may support a virtualmachine (not shown in FIG. 1 ). The distributed computing platformand/or the virtual machine may form a runtime environment for smartcontracts and/or other executable code. A distributed computing platformmay include electronic storage configured to store part or all ofblockchain 117 a. For example, the smart contracts may be stored onblockchain 117 a, blockchain 117 b, and/or another permanent registry.In some implementations, the distributed computing platform may be theEOSIO platform. In some implementations, the distributed computingplatform may be similar to or based on the EOSIO platform. In someimplementations, the distributed computing platform may be Ethereum. Insome implementations, the distributed computing platform may be similarto or based on Ethereum. In some implementations, the virtual machinemay be a distributed and/or decentralized virtual machine.

In some implementations, at least one of the permanent registriesimplemented by registry servers 111 is a private permissioned permanentregistry (e.g., a private permissioned blockchain). The privatepermissioned permanent registry may be configured to record information.The recorded information may include information pertaining to uniquedigital articles that are associated and/or correlated with in-gameplayer-controllable characters that are configured to be used in aninstance of a game. The recorded information may include rights (and/orother usage information) pertaining to the unique digital articles.Implementing the in-game actions in the instance of the game mayinclude, for at least some of the in-game actions implemented in theinstance of the game, effectuating modifications to the recordedinformation pertaining to the unique digital article. For example,ownership rights, usage information, and/or other accessibilityinformation may be modified. In some implementations, a unique digitalarticle may be removed from one permanent registry and added or recordedon another permanent registry. In some implementations, at least one ofthe permanent registries implemented by registry servers 111 is a publicpermanent registry (e.g., a public blockchain). The public permanentregistry may be configured to be part of either EOSIO mainnet, Ethereummainnet, Ethereum 1.5, Ethereum 2.0, a derivative of Ethereum 2.0 thatis configured to perform transactions of Ether (ETH) between accounts,or a derivative of EOSIO that is configured to perform transactions ofEOS between accounts.

Elements of blockchain 117 a or another permanent registry may begrouped together in units that are referred to as blocks. For example,an individual block may include one or more digital articles (or digitalassets) and one or more transactions. For example, an individual blockmay be linked to one or more other individual blocks. Individual blocksmay be linked or chained together to form a structure of blocks and/or ahierarchy of blocks, such as, e.g., a chain of blocks. An individualblock may include one or more digital articles, one or moretransactions, smart contracts, and/or other information.

In some implementations, one or more permanent registries implemented byregistry servers 111 may be publicly accessible. In someimplementations, one or more permanent registries implemented byregistry servers 111 may be private and/or permissioned. In someimplementations, one or more permanent registries implemented byregistry servers 111 may be append-only (such that existing blocks areimmutable once they have been added to the registry). In someimplementations, existing blocks of one or more permanent registriesimplemented by registry servers 111 can substantially not be altered ordeleted, unless multiple copies are altered. This is unlikely to happenprovided that the multiple copies are stored on different computingplatforms, e.g., in different geographical locations. Permanentregistries may be replicated on multiple computing platforms, preferablyin multiple different geographical locations. Additionally, individualblocks may be linked together in a manner that prevents tampering, suchas, e.g., using a hash chain and/or digital signatures. In particular,hash values may be generated using fixed-output-length one-way hashingfunctions that take variable-length input, and may be effectivelyimpossible (or, at least, computationally infeasible) to reverse. Assuch, a hashing function may provide one-way encryption. By way ofnon-limiting example, the hashing function may be SHA-256, BLAKE2,SHAKE256, and/or another hashing function. Contents of individualblocks, transactions, and/or articles may be digitally signed in amanner that proves integrity and/or prevents tampering, e.g., byproviding authentication, as well as non-repudiation.

As depicted in FIG. 1 , registry server 111 a may include one or more ofelectronic storage 130 b, processor(s) 132 b, machine-readableinstructions 106 b, (node of) blockchain 117 a, and/or other components.Machine-readable instructions 106 b may include one or more instructioncomponents. The instruction components may include computer programcomponents. The instruction components may include one or more of atransaction component 134, a receipt component 136, and/or otherinstruction components. In some implementations, an individual registryserver may be dedicated to a particular node of a permanent registry.Typically, different nodes are included in (or implemented by, or hostedby) different servers or different computer systems to increase thesafety and security of transactions on a blockchain. The consensusprotocol used for a particular blockchain will be harder to falsify orcircumvent when the different nodes are in different geographicallocations, on different types of computing platforms, and/or otherwisedistributed and diverse. As depicted in FIG. 1 , blockchain 117 a mayinclude a unique digital article 15 (by way of non-limiting example,unique digital article 15 may be correlated with a player-controllablein-game character, as depicted, and rights pertaining to unique digitalarticle 15 may have been recorded on blockchain 117 a, as depicted).Registry server 111 b may include similar components as registry server111 a, including but not limited to blockchain 117 b and/or othercomponents.

Real-world information server(s) 119 may include one or more ofelectronic storage 130 c, processor(s) 132 c, machine-readableinstructions 106 c, and/or other components. Machine-readableinstructions 106 c may include one or more instruction components. Theinstruction components may include computer program components. Theinstruction components may include one or more of a transformationcomponent 139, a transfer component 141, and/or other instructioncomponents. In some implementations, an individual real-worldinformation server 119 may be dedicated to a particular type ofreal-world information (e.g., a particular type of sport, or league, orteam, or competition, or tournament, etc.). Real-world informationservers 119 may be configured to determine information based on eventsthat have occurred in the real world. This information may be referredto as real-world information. This information may be converted,packaged, and/or otherwise formatted so it can be transferred and usedby other components of system 100, particularly by smart contractsrecorded on permanent registries. In some cases, a real-worldinformation server 119 may be referred to as an oracle or oracle server.A particular real-world information server 119 may operate as animmediate-read oracle, a publish-subscribe oracle, a request-responseoracle, and/or as a different type of (blockchain) oracle.

Server(s) 102 may be configured to communicate with one or more clientcomputing platforms 104 according to a client/server architecture and/orother architectures. Client computing platform(s) 104 may be configuredto communicate with other client computing platforms via server(s) 102and/or according to a peer-to-peer architecture and/or otherarchitectures. Players may access system 100 via client computingplatform(s) 104. In some implementations, system 100 and/or registryserver(s) 111 may be configured to communicate with one or more ofonline gaming platform(s) 105, players 123, and/or other entities and/orcomponents, e.g., through one or more networks 13.

Server(s) 102 may include electronic storage 130, processor(s) 132,machine-readable instructions 106, and/or other components. Server(s)102 may be configured by machine-readable instructions 106.Machine-readable instructions 106 may include one or more instructioncomponents. Instruction components (for any set of machine-readableinstructions) may include computer program components. The instructioncomponents may include one or more of a game component 108, aninteraction component 110, an account component 112, a recordingcomponent 114, an eligibility component 116, a performance component118, a registry-analysis component 120, a notification component 122, adistribution component 124, an adjustment component 126, a registrycomponent 128, a reward component 131, a presentation component 133,transaction component 134, receipt component 136, an input component135, a communication component 137, transformation component 139,transfer component 141, and/or other instruction components.Processor(s) 132 a, processor(s) 132 b, and processor(s) 132 c may besimilar to processor(s) 132 as described elsewhere in this disclosure,though included in administration servers 115, registry servers 111, andreal-world information servers 119, respectively, as depicted in FIG. 1. Machine-readable instructions 106 a, machine-readable instructions 106b, and machine-readable instructions 106 c may be similar tomachine-readable instructions 106 as described elsewhere in thisdisclosure, though included in administration servers 115, registryservers 111, and real-world information servers 119, respectively, asdepicted in FIG. 1 .

Game component 108 is configured to execute, via online gaming platform105, one or more instances of one or more games. An instance of a gamemay facilitate presentation of the game to players 123. For example, theinstance of the game may be an online game executed with online gamingplatform 105. Game component 108 may be configured to implement in-gameactions in the instance of the game, e.g., in response to (action)requests for the in-game actions by the players. In someimplementations, game component 108 may be arranged, organized, and/orotherwise included in online gaming platform 105. As used herein, theterm “game” may refer to one or more games within online gaming platform105. In some implementations, the game may be provided via a virtualspace, and may include a plurality of resource types and/or maps.

The presentation of the game may be based on the views of the game thatare determined during execution of the game, e.g., as based oninstructions and/or other input from players. In some implementations,the view may be communicated (e.g., by streaming, via object/positiondata, and/or other information) from online gaming platform 105,registry server(s) 111, and/or other sources to client computingplatforms 104 for presentation to players 123. The view determined andtransmitted to a given client computing platform 104 may correspond to alocation in the virtual space (e.g., the location from which the view istaken, the location the view depicts, and/or other locations), a zoomratio, a dimensionality of objects, a point-of-view, and/or viewparameters. In some implementations, one or more view parameters may beselectable by player 123.

The instance of the game may include a simulated space that isaccessible by players 123 by clients (e.g., client computing platforms104) that present the views of the virtual space to a player. Thesimulated space may have a topography, express ongoing real-timeinteraction by one or more players 123, and/or include one or moreobjects positioned within the topography that are capable of locomotionand/or movement within the topography. In some implementations, thetopography may be a 2-dimensional topography. In some implementations,the topography may be a 3-dimensional topography. The topography mayinclude dimensions of the simulated space, and/or surface features of asurface or objects that are native to the simulated space. In someimplementations, the topography may include a surface (e.g., a groundsurface) that runs through at least a substantial section of thesimulated space. In some implementations, the topography may describe avolume with one or more bodies positioned therein. The instance executedby the computer components may be synchronous, asynchronous, and/orsemi-synchronous.

Within the instance of the game, players 123 may control characters,objects, simulated physical phenomena, and/or other elements within thevirtual space to interact with the virtual space and/or each other. Thecharacters may include avatars. As used herein, the term “character” or“player character” may refer to an object or group of objects present inthe virtual space, that correspond(s) to an individual player. Aparticular player character may be controlled by the particular playerwith which it is associated. Such player characters may be referred toas player-controlled characters. Player-controlled element(s) may movethrough and interact with the virtual space (e.g., non-player charactersin the virtual space, other objects in the virtual space, etc.). In someimplementations, player-controlled characters may be capable oflocomotion within the topography of the simulated space that is includedin the instance of the game. For example, different player-controllablecharacters may interact in the topography of the simulated space. Insome implementations, the topography may include one or more restrictedareas that are only accessible under certain conditions. In someimplementations, player-controlled elements controlled by and/orassociated with a given player may be created and/or customized by thegiven player. Individual players 123 and/or player accounts may own orcontrol an inventory of virtual goods and currency (e.g., resources of aplurality of resource types) that the individual player can use (e.g.,by manipulation of a player character and/or other player-controlledelements) and/or other items, to perform in-game actions within thevirtual space. By way of non-limiting illustration, players 123 mayinclude the first player and the second player that (can) interact withonline gaming platform 105. The first player and the second player maycontrol digital articles in or through a game hosted by online gamingplatform 105. In some implementations, account inventories may bemanaged (at least in part) using blockchain 117 a. For example,ownership rights (and/or other types of rights, as well as other usageinformation) of individual virtual items included in an individualaccount inventory may be recorded on blockchain 117 a. In someimplementations, at least some individual virtual items (also referredto as correlated entities) may correlate to individual unique digitalarticles (that may be tracked by registry servers 111). In someimplementations, individual account inventories may correspond toindividual smart contracts stored on blockchain 117 a.

Interaction component 110 may be configured to enable, facilitate,and/or implement in-game actions by players 123 in instances of games.In some implementations, interaction component 110 may be configured tooperate in response to instructions and/or (action) requests by players123. Interaction component 110 may be configured to receive requestsfrom players 123, e.g., in-game action instructions to perform in-gameactions in the instance of the game. By way of non-limiting example,in-game actions may include one or more of performing a move, a dance, amovement, and/or another action within the game, accessing a level orarea within the game, using a particular item, weapon, or anotherresource within the game, participating in a particular game mode (e.g.,a Battle Royale mode), join a particular mission or team, engage in aparticular type of exchange and/or challenge between players (or betweenunique digital articles), and/or other in-game actions. For example, oneor more players may interact within online gaming platform 105 to build,create, gather, find, combine, and/or otherwise generate content (i.e.,player-generated content). In some implementations, a player request mayrequest access to a particular type or section of a store and/ormarketplace within online gaming platform 105.

In some implementations, operations may be accomplished by interactioncomponent 110 through user interfaces 125. In particular, operationspertaining to a particular player may be accomplished or controlled orinitiated through a particular user interface 125 of a particular clientcomputing platform 104, where the particular client computing platform104 is associated with the particular player. In other words, theparticular player may interact with an instance of a game throughinteraction component 110 and/or the particular user interface 125. Insome implementations, operations by interaction component 110 may belimited, restricted, and/or otherwise controlled by other components ofsystem 100. In some implementations, interaction component 110 mayrequire acceptance from particular players (e.g., to perform certainoperations). For example, an acceptance or confirmation may be requiredto accept a particular offer or invitation to partake in an activity orchallenge. In some implementations, interaction component 110 may beconfigured to receive indications of acceptances and/or confirmationsfrom players (related to offers and/or invitations).

In some implementations, interaction component 110 may be configured tofacilitate interaction of players 123 with system 100. In someimplementations, interaction component 110 may be configured tofacilitate interaction by players 123 through user interfaces 125. Forexample, a particular player may be associated with a particular clientcomputing platform 104, which may include a particular user interface125. In other words, an individual player interface 125 may beplayer-specific and/or specific to a particular client computingplatform 104. In some implementations, interaction component 110 mayfacilitate entry and/or selection through (presentation of) one or moreuser interfaces 125 (such as, by way of non-limiting example, any of theinterfaces described in this disclosure).

Account component 112 is configured to manage player accounts. Playeraccounts may be associated with players 123. Player accounts may includeand/or be associated with account inventories of virtual items. Forexample, the player accounts may include a first player accountassociated with a first player, a second player account associated witha second player, and so forth. For example, the first player account mayinclude a first account inventory of one or more virtual items, thesecond player account may include a second account inventory of one ormore virtual items and so forth. Individual players may control one ormore virtual items in their individual account inventories. In someimplementations, the first account inventory includes one or more uniquedigital articles (e.g., a first unique digital article, other uniquedigital articles, etc.). In some implementations, the second accountinventory includes one or more unique digital articles (e.g., a secondunique digital article, other unique digital articles, etc.). The firstunique digital article may be correlated with a first in-gameplayer-controllable character configured to be used (e.g., played with)in the instance of the game. The second unique digital article may becorrelated with a second in-game player-controllable characterconfigured to be used (e.g., played with) in the instance of the game,and so forth.

Presentation component 133 may be configured to present interfaces(e.g., user interfaces 125) to players, e.g., through client computingplatforms 104 associated with the respective players. In someimplementations, presentation component 133 may be configured toeffectuate presentations of user interfaces 125 to players 123. Playersmay provide player input to user interfaces 125 to interact with theuser interfaces 125. User interfaces 125 may enable players to definechallenges and invite other players to partake in the challenges. Forexample, defining a challenge may include defining an objective,defining stakes for the participants, and/or defining or determiningother information pertinent to the challenge. The objective of achallenge may be related to one or more events in the real world. By wayof non-limiting example, an event may be a competition (“CompetitionX”), and the objective may be a particular team or competitor (e.g.,“Competitor Y”) winning the competition. The challenge may be evaluatedbased on real-world information, as determined based on the one or moreevents. By way of non-limiting example, after the competition has endedand the winning competitor is known, information about the competitionand its results (i.e., real-world information) may be determined (e.g.,“Competitor Y won Competition X”), and used to evaluate the(system-internal) challenge. The stakes may include one or more virtualitems and/or objects that are of value and/or use within online gamingplatform 105. In some implementations, a stake may be any benefit.Inviting other players to partake in challenges may include (initiationby a player of) transmitting and/or transferring information to clientcomputing platforms 104 that are associated with the other players. Thisinformation may represent an invitation to partake in a challenge. Theinvitation and/or this information may correspond to the objective andthe one or more stakes as defined through a particular user interface125. A particular invitation may correspond to a particular challenge.Presentation component 133 may be configured to present a user interfaceto a particular player of the particular invitation. Put another way,presentation component 133 may present a presentation to the particularplayer, and the presentation may depict and/or otherwise includeinformation that represents an invitation to partake in a particularchallenge. The particular player may interact with this user interfaceto either accept or decline the invitation, e.g., by entering and/orselecting player input in this user interface. For example, presentationcomponent 133 may receive an indication and/or confirmation of theparticular player's acceptance of the invitation to partake in theparticular challenge. In some implementations, presentations bypresentation component 133 may be performed jointly (or at least in somecooperative manner) with one or both of game component 108 and/orinteraction component 110. Presentation component 133 may present offers(e.g., for exchanges with other players, or for challenges) toparticular players.

FIG. 6 illustrates an example implementation of a user interface 600 asmay be used by system 100, in accordance with one or moreimplementations. User interface 600 may enable users to defineobjectives and stakes for challenges and transmit invitations for thechallenges to other players. User interface 600 may include a section orfield for objective selection 601, a section or field for stakeselection 602, a section or field for player selection 603, an actionbutton to initiate invitation 604, a section or field for inventory 31,and/or other graphical user interface elements. Objective selection 601may enable a user to enter and/or select an objective, through one ormore graphical user interface elements, for a particular challenge(e.g., through one or more text fields or one or more dropdown menus, asindicated by the filled-in triangles 601 a, 601 b, and 601 c insideobjective selection 601). In some implementations, objective selection601 may include different elements that together form the objective. Oneof the elements may be represented by triangle 601 a, which could meanone of the following parts of an objective: select competitor “X”.Another element may be represented by triangle 601 b, which could meanone of the following parts of an objective: select competition “Y”.Another element may be represented by triangle 601 c, which could meanone of the following parts of an objective: select a predicted outcomeor result “Z”. These different elements may be combined to form anobjective (e.g., a combination of the elements “X”, “Y”, and “Z”selected by triangle 601 a, triangle 601 b, and triangle 601 c). In someimplementations, individual elements (e.g., the elements selected bytriangle 601 a, triangle 601 b, and triangle 601 c) may individuallycorrespond to one or more instructions that form the related smartcontract. Stake selection 602 may enable a player to enter and/or selecta stake, through one or more graphical user interface elements, for theparticular challenge (e.g., through a text field or a dropdown menu).For example, the stake may be an item from inventory 31. For example, insome implementations, the player may be able to drag an item frominventory 31 into stake selection 602. Player selection 603 may enable aplayer to enter and/or select one or more other players as the proposedparticipating players in the particular challenge (e.g., through a textfield or a dropdown menu). The action button “initiate invitation 604”may enable the player to initiate a transmission to the proposedparticipating players that represents an invitation to partake in theparticular challenge (as defined through, at least, objective selection601 and stake selection 602). As depicted, user inventory 31 may includea list of different virtual items and/or assets currently owned by aparticular user, including virtual items 1-2-3-4-5. Inventory 31 furtherdepicts item information regarding these virtual items, as indicated byitem information 1-2-3-4-5, which correspond to virtual items 1-2-3-4-5,respectively. User inventory 31 as depicted may further includegraphical user interface elements such as, by way of non-limitingexample, an action button 32. Upon engagement by a user, action button32 may select “virtual item 1” to be added to the stake for a particularchallenge (e.g., via stake selection 602). In some implementations, theuser may drag items from inventory 31 into the field of stake selection602.

Referring to FIG. 1 , recording component 114 is configured to recordinformation, assets, and/or (unique) digital articles on permanentregistries. In some implementations, the information may includeexecutable code, such as, e.g., smart contracts. In someimplementations, recording component 114 may record and/or modify usageinformation (including but not limited to ownership rights) pertainingto articles. In some implementations, recording component 114 may beconfigured to receive (recordation) requests to perform a recordation(e.g., of a unique digital article or a smart contract on a permanentregistry). For example, recording component 114 may receive, from afirst player, a recordation request to record and/or modify a first setof usage pertaining to a first unique digital article on a firstpermanent registry (such as, e.g., blockchain 117 a). In someimplementations, recording component 114 may receive such requests fromonline gaming platform 105 and/or other components of system 100. Forexample, a particular request to record (usage information and/or otherrights pertaining to) a particular unique digital article may correspondto the issuance and/or creation of that particular unique digitalarticle. When a unique digital article or other digital article isissued and/or created, recording component 114 may record its ownershipon a particular permanent registry. In some implementations, aparticular request to modify usage information pertaining to aparticular unique digital article may correspond to an exchange of thatparticular unique digital article (e.g., between two players). By way ofnon-limiting example, a first set of usage information may control usageby a first player of a first unique digital article, a second set ofusage information may control usage by a second player of a secondunique digital article, and so forth. Recording component 114 may recordthe first and second sets of usage information on blockchain 117 a. Thefirst set of usage information may control a first sensitivity and/or afirst eligibility of the first unique digital article to partake inchallenges (i.e., the challenges as described in this disclosure), orpartake in one or more particular types of challenges. The second set ofusage information may control a second sensitivity and/or a secondeligibility of the second unique digital article to partake inchallenges, or partake in one or more particular types of challenges,and so forth.

In some implementations, recording component 114 may be configured torecord executable code on a particular permanent registry, such as,e.g., blockchain 117 a. In some implementations, particular executablecode may be a particular smart contract. The particular smart contractmay interact with one or more real-world information servers 119. Insome implementations, the particular smart contract may be configured toreceive real-world information from one or more real-world informationservers 119. In some implementations, the particular smart contract maybe executable to receive real-world information from one or morereal-world information servers 119. In some implementations, theparticular smart contract may be configured to perform one or moreevaluations based on the received real-world information. In someimplementations, the particular smart contract may be executable toperform one or more evaluations based on the received real-worldinformation. In some implementations, the one or more evaluations mayevaluate one or more challenges. For example, a first evaluation mayevaluate whether a first unique digital article won a first challenge, asecond evaluation may evaluate whether a second unique digital articlewon a second challenge, and so forth. In some implementations, recordingcomponent 114 may be configured to distribute and/or return one or morestakes based on the one or more evaluations. For example, assuming afirst unique digital article won a particular challenge and a secondunique digital article lost the particular challenge, recordingcomponent 114 may distribute the second stake (seized from the secondplayer controlling the second unique digital article) to the firstunique digital article or to the first player controlling the firstunique digital article. Additionally, the first stake from the firstplayer may be returned to the first unique digital article or to thefirst player controlling the first unique digital article. Likewise,assuming the first unique digital article lost the particular challengeand the second unique digital article won the particular challenge,recording component 114 may distribute the first stake (seized from thefirst player controlling the first unique digital article) to the secondunique digital article or to the second player controlling the secondunique digital article. Additionally, the second stake from the secondplayer may be returned to the second unique digital article or to thesecond player controlling the second unique digital article.

In some implementations, one or more evaluations may further be based oneligibility information and/or sensitivity information (e.g.,player-configurable sensitivity information). For example, sensitivityinformation may be specific to an individual unique digital article. Forexample, sensitivity information of an individual unique digital articlemay control whether the individual unique digital article can partake inchallenges. For example, a first sensitivity may be specific to a firstunique digital article, a second sensitivity may be specific to a secondunique digital article, and so forth. In some implementations,sensitivity information for a particular unique digital article may berecorded on a permanent registry, e.g., as part of a set of usageinformation that controls usage by the owner of the particular uniquedigital article. In some implementations, sensitivity may becontrollable and/or otherwise configurable by the owner (e.g., the ownerof a particular unique digital article may turn sensitivity on or offper unique digital article, in other words activate or deactivate thesensitivity). Upon such deactivation, the particular unique digitalarticle may no longer partake in (certain) challenges. Conversely, uponactivation, the particular unique digital article may partake in(certain) challenges. Alternatively, and/or simultaneously, sensitivitymay be controllable and/or otherwise configurable by or through onlinegaming platform 105 (e.g., an operator or other stakeholder of onlinegaming platform 105 may turn sensitivity on or off for one or moreunique digital articles, in other words activate or deactivate thesensitivity).

Eligibility component 116 may be configured to determine and/or controleligibility, sensitivity, and/or availability of actions to players orto unique digital articles. In some implementations, actions may includein-game actions. In some implementations, actions may includeparticipating in challenges. In some implementations, actions mayinclude distributions of benefits, e.g., to unique digital articles. Forexample, the specific availability of a specific in-game actioninstruction (i.e., an in-game action instruction as requested) mayrequire rights pertaining to a particular unique digital article.Eligibility component 116 may be configured to determine and/or controleligibility, sensitivity, and/or availability of players or uniquedigital articles to partake in challenges. For example, in someimplementations, sensitivity to a specific (potential) distribution (ora series thereof) or a (potential) specific benefit (or a seriesthereof) may be configurable by the owner of a particular unique digitalarticle (e.g., through configuring and/or modifying the set of usageinformation that controls usage of the particular unique digitalarticle). Alternatively, and/or simultaneously, in some implementations,sensitivity to a specific (potential) distribution (or a series thereof)or a (potential) specific benefit (or a series thereof) may beconfigurable by or through online gaming platform 105 (e.g., an operatoror administrative user or other stakeholder of online gaming platform105 may turn sensitivity on or off for one or more unique digitalarticles).

In some implementations, sensitivity to a specific challenge (or aseries thereof) may be configurable by the owner of a particular uniquedigital article (e.g., through configuring and/or modifying the set ofusage information that controls usage of the particular unique digitalarticle). In some implementations, sensitivity to a specific challenge(or a series thereof) may be configurable by or through online gamingplatform 105 (e.g., an operator or administrative user or otherstakeholder of online gaming platform 105 may turn sensitivity on or offfor one or more unique digital articles). In some implementations,sensitivity to a specific challenge (or a series thereof) may be basedon events in the real world (e.g., through real-world information fromone or more real-world information servers 119). Determinations byeligibility component 116 may be used to control operations by othercomponents of system 100, including but not limited to interactioncomponent 110.

In some implementations, the particular sensitivity of a particularunique digital article may operate as a subscription to a series ofchallenges based on a specific type of real-world information or aspecific category of events. For example, a particular player maysubscribe a unique digital article to a series of challengescorresponding to a series of games (e.g., all regular season games, orall play-off games, or the championship game, etc. etc.) of his favoriteteam (say, Oakland Athletics). The particular player may have invited anopponent player to partake in this series of challenges. If the teamwins (or rather, every time the team wins), the particular uniquedigital article wins a challenge (and the particular player wins a stakefrom the opponent player), as described elsewhere in this disclosure. Ifthe team loses (or rather, every time the team loses), the particularplayer loses a challenge (and the particular player loses his stake tothe opponent player). Players are able to turn subscriptions on and off.In some implementations, players may modify subscriptions (e.g., selecta different team). In some implementations, the specifics of asubscription may be modifiable and/or otherwise configurable byadministrative users, or changes in a subscription may occur as part ofa game within online gaming platform 105.

In some implementations, eligibility component 116 may be configured todetermine whether particular players are eligible to receive one or moreparticipation rewards or attendance awards for either a particularunique digital article participating in an online event or attending anonline event (e.g., during a particular time-limited duration, orbetween a begin time and an end time of the online event).Alternatively, and/or simultaneously, eligibility component 116 may beconfigured to determine whether particular players are eligible toreceive one or more participation rewards or attendance awards forparticipating in a real-world event or attending a real-world event(e.g., during a particular time-limited duration). In someimplementations, eligibility component 116 may be configured todetermine whether particular players are eligible to receivedistribution gains by virtue of owning distribution rights for one ormore particular unique digital articles.

In some implementations, only a limited number of a particular type ofsubscriptions or series of challenges (say, to play-off games by OaklandAthletics in a specific season) may be available, so not every uniquedigital article that could potentially be eligible for this specificsubscription can actually be eligible at the same time. For example,assume only a particular type of unique digital article couldpotentially be eligible for a particular type of subscription. Assumethere are 1000 of these unique digital articles in the hands of players,but only 10 available subscriptions of this particular type at any giventime. Assuming the potential benefit is valuable, the value of a firstunique digital article with such a subscription may be significantlyhigher than the value of a second unique digital article without such asubscription, even if these unique digital articles are otherwisesimilar. In some implementations, a subscription may expire at somepredetermined moment or after some predetermined duration. Assuming thepotential benefit is valuable, the value of a first unique digitalarticle with an unexpired subscription for the next 18 months may besignificantly higher than the value of a second unique digital articlewith an unexpired subscription for the next 3 months, even if theseunique digital articles and their subscriptions are otherwise similarexcept for expiration and/or duration. In some implementations,availability and/or status of a subscription for a particular uniquedigital article may be used to modify the depiction of aplayer-controllable character associated with the particular uniquedigital article in a view of interactive gameplay (e.g., the view may bedepicting a topography of a simulated space included in an instance of agame). As such, the modification may indicate and/or otherwise representto players in the instance of the game the current availability and/orstatus of this subscription (e.g., whether the subscription is activatedor deactivated, as well as particulars regarding expiration and/orduration).

Performance component 118 may be configured to permit and/or performrequested in-game actions, e.g., to use particular unique digitalarticles. In some implementations, grants to use a particular uniquedigital article in accordance with a particular in-game actioninstruction may be granted based on one or more determinations byeligibility component 116. For example, grants may be granted forcertain requested in-game actions, but not for others. For example,particular requested in-game actions may be performed if requested by afirst player, but not a second player. In some implementations,performance component 118 may permit and/or perform some types ofrequests, but not other types of requests. In some implementations,grants and/or performance may be prevented for certain types ofrequests, unless the pertinent (required) combination of unique digitalarticles is currently recorded on a particular permanent registry asbeing owned by a particular player or account.

In some implementations, grants and/or performance by performancecomponent 118 may require not only a particular type of request, butadditionally may require the pertinent unique digital article (or otherdigital article that is not fungible) currently be recorded on aparticular permanent registry (or a particular type of permanentregistry). For example, a requirement for grants or performance mayinclude recordation on a private permissioned permanent registry. Insome implementations, actions by performance component 118 may beperformed responsive to particular actions or results from othercomponents of system 100, including but not limited to eligibilitycomponent 116 and/or registry-analysis component 120.

Registry-analysis component 120 may be configured to determine whetherone or more unique digital articles are recorded (on a particularpermanent registry) as being owned by a particular player and/oraccount. For example, registry-analysis component 120 may determinewhether a first unique digital article is currently recorded on aprivate permissioned permanent registry. In some implementations,registry-analysis component 120 may be configured to analyzerecordations and other transactions on one or more permanent registries,e.g., by retrieving recorded information from the one or more permanentregistries and analyzing whether any of the recorded transactionspertain to a particular unique digital article, or a set of uniquedigital articles. In some implementations, determinations byregistry-analysis component 120 may be performed responsive toparticular actions or results from other components of system 100,including but not limited to eligibility component 116. In someimplementations, registry-analysis component 120 may be configured todetermine whether rights pertaining to a particular unique digitalarticle has ever been recorded on a public permanent registry. Forexample, actions by other components of system 100, including but notlimited to distribution component 124, may be responsive todeterminations by registry-analysis component 120. In someimplementations, determinations by registry-analysis component 120 mayoccur in real-time or near-real-time as needed for a particular in-gameaction instruction or request. In some implementations, determinationsby registry-analysis component 120 may occur as needed when rightspertaining to (unique) digital articles is modified, and results of suchdeterminations are stored for later use by, e.g., online gaming platform105, e.g., to be used when responding to a future in-game actioninstruction and/or a future request.

Notification component 122 may be configured to notify players. Forexample, notification component 122 may notify players 123 in responseto events, distributions, in-game action instructions, challenges,modifications of sensitivities, and/or other activities in system 100.In some implementations, a player may be notified responsive to arequested in-game action (as requested through an in-game actioninstruction) not being permitted or not being performed (e.g., asdetermined by performance component 118). In some implementations,actions by notification component 122 may be performed responsive toparticular actions, results, determinations, evaluations, challenges,and/or decisions from other components of system 100, including but notlimited to eligibility component 116, performance component 118, and/orregistry-analysis component 120. For example, notification component 122may respond to a particular in-game action instruction (by a particularplayer, and pertaining to a particular unique digital article) with aparticular response such that, responsive to a particular determination,the particular response notifies the particular player accordingly.

Distribution component 124 may be configured to distribute and/orotherwise provide one or more of information, benefits, stakes, accessto in-game content, access to game-specific communication channels,certificates, rewards, awards, prizes, distribution gains, and/orvirtual items to players 123. In some implementations, distributioncomponent 124 may be configured to seize and/or distribute stakesrelated to challenges.

Distributions by distribution component 124 may be adjusted, e.g., byadjustment component 126. In some implementations, distributions may bebased on operations by eligibility component 116. In someimplementations, distributions may be responsive to determinations byreward component 131. In some implementations, distributions may bebased on and/or responsive to actions by other components of system 100,including but not limited to registry server 111, a particular permanentregistry, and/or registry-analysis component 120. For example, onlinegaming platform 105 may determine a particular player is eligible toreceive one or more rewards or awards. Distribution component 124 maydistribute the one or more rewards or awards in accordance with thedetermined eligibility. For example, a reward may be a participationreward. For example, an award may be an attendance award. For example, acertificate may be a certificate of completion or accomplishment, whichmay be specific to actions within the instance of the game. For example,a prize may be for effort, time, and/or resources spent, specifically inthe instance of the game. For example, particular unique digitalarticles may be associated with distribution rights, and the particularplayer who owns those distribution rights may receive distribution gainsin accordance with those distribution rights. For example, distributiongains may result from a particular action or activity (such as, e.g., aparticular challenge related to a particular digital article), e.g.,within the online gaming platform 105, involving the particular digitalarticle.

Adjustment component 126 may be configured to adjust and/or modifydistributions, including (planned or expected) distributions bydistribution component 124. In some implementations, adjustmentcomponent 126 may be configured to adjust and/or modify stakes. In someimplementations, adjustment component 126 may adjust and/or modify oneor more benefits, stakes, certificates, rewards, awards, prizes,distribution gains, stakes, and/or virtual items that have beendetermined, e.g., by reward component 131 (also referred to as thedetermined distribution, the eligible distribution, or the evaluatedchallenge). Upon such adjustment and/or modification, this determineddistribution (or eligible distribution, or evaluated challenge) may bereferred to as the adjusted distribution or adjusted evaluation.Distribution component 124 may distribute the adjusted distribution. Insome implementations, distribution component 124 may effectuate theadjusted evaluation. In some implementations, adjustments and/ormodifications by adjustment component 126 may increase the value of oneor more elements of the eligible distribution or the evaluated challenge(this may provide a positive incentive to players). Alternatively,and/or simultaneously, adjustments and/or modifications by adjustmentcomponent 126 may decrease the value of one or more elements of theeligible distribution or the evaluated challenge (this may provide anegative incentive to players, or, e.g., a positive incentive whendecreasing the stake that is lost). In some implementations, actions byadjustment component 126 may be performed responsive to particularactions or results from other components of system 100, including butnot limited to eligibility component 116 and/or registry-analysiscomponent 120.

Registry component 128 may be configured to generate sets ofinstructions for registry servers 111 (e.g., registry server 111 a)and/or one or more permanent registries (e.g., blockchain 117 a). Insome implementations, registry component 128 may be configured totransfer the generated sets of instructions to registry servers 111and/or one or more permanent registries. In some implementations, one ormore of these instructions may instruct the formation of a smartcontract and/or the recording of the smart contract on the one or morepermanent registries (e.g., blockchain 117 a). In some implementations,one or more of these instructions may call and/or otherwise invoke amethod or function of a smart contract on the one or more permanentregistries (e.g., blockchain 117 a). In some implementations, theseinstructions may instruct registry servers 111 to record and/or modifyunique digital articles, transactions, and/or rights on one or morepermanent registries, or to analyze ownership as recorded on the one ormore permanent registries. In some implementations, these instructionsmay instruct registry servers 111 to record and/or modify sets of usageinformation (e.g., ownership rights) pertaining to unique digitalarticles. For example, registry component 128 may transfer a particularset of instructions that, upon execution by blockchain 117 a, issue anew unique digital article to a particular player or particular account(i.e., record the rights and/or other usage information pertaining tothe new unique digital article, including it being owned by theparticular player or the particular account). Individual unique digitalarticles may be associated with individual sets of usage information,including but not limited to ownership rights. For example, registrycomponent 128 may transfer a particular set of instructions that, uponexecution by blockchain 117 a and blockchain 117 b, remove a particularunique digital article from blockchain 117 a and add the particularunique digital article to blockchain 117 b. For example, registrycomponent 128 may transfer a particular set of instructions that, uponexecution by blockchain 117 a and blockchain 117 b, analyze whether aparticular player owns one or more particular unique digital articles.

Reward component 131 may be configured to determine eligibility forunique digital articles, other digital articles, accounts, and/orplayers 123 to receive one or more of information, benefits, stakes,access to in-game content, access to game-specific communicationchannels, certificates, rewards, awards, prizes, distribution gains,and/or virtual items. In some implementations, these types ofdeterminations may be based on and/or responsive to actions by othercomponents of system 100, including but not limited to registry-analysiscomponent 120. In some implementations, online gaming platform 105 maydetermine a particular player is eligible to receive one or more rewardsor awards. Distributions in accordance with the determined eligibilitymay be made by distribution component 124. In some implementations, (oneor more elements of) such eligible distributions may be adjusted and/ormodified by adjustment component 126 prior to being distributed.

Receipt component 136 may be configured to receive (sets of)instructions to add, modify, analyze, and/or remove recorded information(e.g., rights) in blockchain 117 a. For example, receipt component 136may receive one or more sets of instructions from registry component128, online gaming platform 105, and/or other components of system 100.Receipt component 136 may provide received sets of instructions torecord component 134 for execution. In some implementations, executionof individual ones of the instructions received may include invoking oneor more function calls of an Application Programming Interface (API)107. For example, API 107 may be configured to provide interactivecommunication between blockchain 117 a and other components of system100. For example, in some implementations, API 107 may support methodsor functions that are implemented as function calls to smart contractsstored on blockchain 117 a. For example, in some implementations, API107 may support methods or functions that analyze whether a particularplayer owns one or more particular unique digital articles, one or moreparticular types of unique digital articles, and/or a particularcollection of multiple unique digital articles. For example, in someimplementations, API 107 may support methods or functions that analyzethe status of a particular (type of) sensitivity for one or moreparticular unique digital articles. In some implementations, receiptcomponent 136 may be arranged, organized, and/or otherwise included inregistry server 111 and/or blockchain 117 a.

Transaction component 134 may be configured to record information,including but not limited to (ownership) rights pertaining to digitalarticles, e.g., on one or more permanent registries, such as blockchain117 a. In some implementations, transaction component 134 may recordinformation on electronic storage 130 b. In some implementations,transaction component 134 may record information on blockchain 117 a.The information may include ownership rights, distribution rights, otherrights, and/or other information. For example, particular recordedinformation may reflect rights pertaining to a particular digitalarticle by a particular player or group of players. For example, aparticular unique digital article may represent a three-dimensionalin-game player-controllable item or character that can interact withother virtual items within online gaming platform 105. Recordedinformation may be specific to a digital article (i.e.,article-specific). For example, distribution rights for a particulardigital article may designate rights to certain distributions ofbenefits upon a specifically defined in-game action (e.g., an exchangebetween players) involving the particular digital article.

In some implementations, transaction component 134 may be configured torecord information in blockchain 117 a. In some implementations,transaction component 134 may add, modify, analyze, and/or removerecorded information. For example, in accordance with receivedinstructions from receipt component 136, transaction component 134 maytransfer rights pertaining to a particular digital article from a firstowner to a second owner (e.g., from an original owner to a new owner, orfrom a loser of a challenge to a winner of the challenge) such that therecorded information on blockchain 117 a no longer reflect the rightspertaining to the particular digital article by the first player. Insome implementations, in accordance with received instructions,transaction component 134 may transfer rights pertaining to a particulardigital article temporarily, e.g., from a first owner to a temporarysecond owner such as a smart contract. In some case, a temporary ownermay be a holding account that is merely used until ownership istransferred to either the original owner or a new owner. As used herein,the term “temporary” (and derivatives thereof) refers to a transfer orto ownership that is either known to be changed and/or modified within apredetermined period, or expected to be changed and/or modified within apredetermined period. Conversely, a non-temporary transfer from a firstowner to a second owner (due to a particular exchange) can conceivablybe changed and/or reverted (back from the second owner to the firstowner) due to a separate and new exchange that is independent of thefirst particular exchange. In some implementations, in accordance withreceived instructions, transaction component 134 may transfer rightspertaining to a particular digital article non-temporarily from a firstowner to a second owner, e.g., when a particular exchange is notreversible or no longer reversible. In some implementations, transactioncomponent 134 may be arranged, organized, and/or otherwise included inblockchain 117 a.

In some implementations, transaction component 134 may be configured toobtain article-specific information (e.g., ownership rights,distribution rights, sensitivity information, and/or other information)for particular digital articles. In some implementations, transactioncomponent 134 may be configured to access blockchain 117 a to obtain thearticle-specific information (that are recorded on blockchain 117 a,e.g., in one or more smart contracts).

Input component 135 may be configured to receive user input fromadministrative users. For example, the user input may include entryand/or selection of particular information, unique digital articles,types of digital articles, virtual items, types of virtual items, and/orany entity or object that interacts with any part of system 100 and/orplays a part in the operation of system 100. For example, anadministrative user may select a particular set of unique digitalarticles (e.g., all “Camo Blankos” that have been issued) as the inputset of unique digital articles for other components of system 100, suchas eligibility component 116. Additionally, in some implementations, theadministrative user may select a particular adjustment to be enacted byadjustment component 126 (e.g., increase the value of one or moreelements of a benefit or distribution) for one or more types ofdeterminations by reward component 131 (e.g., an eligible distributionof a reward of 100 virtual coins for leveling up a unique digitalarticle in the selected set of unique digital articles). As anotherexample, the administrative user may select a different set of uniquedigital articles (e.g., all “Boss Dino Blankos” that have been issued)as the input set of unique digital articles for other components ofsystem 100. Additionally, the administrative user may select aparticular adjustment to be enacted by adjustment component 126 (e.g.,decrease the value of one or more elements of the eligible distribution,or decreases the stake for a particular challenge) for one or more typesof determinations by reward component 131 (e.g., an eligibledistribution may be receiving the distribution gains based on particularin-game actions for unique digital articles in the selected set ofunique digital articles).

Communication component 137 may be configured to facilitatecommunication and/or interaction between administration server 115 andthe rest of system 100. For example, communication component 137 maycommunicate user input received from administrative users by inputcomponent 135 to other components of system 100, particularly onlinegaming platform 105.

Transformation component 139 may be configured to determine information.In some implementations, transformation component 139 may determinereal-world information based on events that have occurred in the realworld (e.g., based on event information regarding the events that areoccurring and/or have occurred in the real world). In someimplementations, real-world information (and/or the events they arebased on) may be deterministic. In some implementations, real-worldinformation (and/or the events they are based on) may be quantifiable.In some implementations, real-world information (and/or the events theyare based on) may be measurable. In some implementations, transformationcomponent 139 may be configured to receive the event informationregarding the events that are occurring and/or have occurred in the realworld, and the determined information may be based on this receivedevent-information. Transformation component 139 may transforminformation about the real world into real-world information for use byother components of system 100. In some implementations, transformationcomponent 139 may be part of real-world information server 119.

Transfer component 141 may be configured to transfer information toother components of system 100, including but not limited to registryserver 111 and/or a permanent registry. The transferred information maybe determined by another component of system 100, including but notlimited to transformation component 139. In some implementations,transfer component 141 may be part of real-world information server 119.

FIG. 3A illustrates an example implementation of a user interface 300 aas may be used by system 100, in accordance with one or moreimplementations. User interface 300 a may enable a particular player(say, “Alice”, not depicted) to view and/or use an account inventoryand/or one or more unique digital articles controlled by the particularplayer. User interface 300 a may include a section or field for accountinventory 31, and/or other graphical player interface elements. Asdepicted, account inventory 31 may include a list of different virtualitems and/or articles currently controlled by Alice, including virtualitems 1-2-3-4-5. Account inventory 31 further depicts item informationregarding these virtual items, as indicated by item information1-2-3-4-5, which correspond to virtual items 1-2-3-4-5, respectively.Account inventory 31 as depicted may further include graphical userinterface elements such as, by way of non-limiting example, an actionbutton 32 (which initiates an in-game action instruction). Uponengagement by Alice, in-game action instruction button 32 may request“virtual item 1” to be used for a particular request (e.g., through atext field or a dropdown menu, as indicated by a triangle in a box). Forexample, Alice may request to activate (or turn on the sensitivity of)unique digital article 15 a for a particular challenge or type ofchallenge, and unique digital article 15 a may be associated with aplayer-controllable in-game character that is also depicted in userinterface 300 a. User interface 300 a as depicted may further includegraphical user interface elements such as, by way of non-limitingexample, a notification element 33 a. Alice may participate, throughunique digital article 15 a, in a challenge (against unique digitalarticle 15 b, not depicted) that is based on the result of a particulargame by “Town City Sports Bailers”, a dynasty in sportsball, and easilyrecognized by the round logo on the body of unique digital article 15 a.Upon a win in this particular game, a stake may be won by Alice, asindicated by notification 33 a, labeled “Town City Sports Bailers WIN!You just earned 50 sportsballcoins in this challange.” Note that ifAlice deactivated the sensitivity of unique digital article 15 a, uniquedigital article 15 a would not be able to participate in futurechallenges.

FIG. 3B illustrates an example implementation of a user interface 300 bas may be used by system 100, in accordance with one or moreimplementations. User interface 300 b may enable a particular player(say, “Alice”, not depicted) to view and/or use an account inventoryand/or one or more unique digital articles controlled by the particularplayer. User interface 300 b may include a section or field for accountinventory 31, and/or other graphical player interface elements. Asdepicted, account inventory 31 may include a list of different virtualitems and/or articles currently controlled by Alice, including virtualitems 1-2-3-4-5. Account inventory 31 further depicts item informationregarding these virtual items, as indicated by item information1-2-3-4-5, which correspond to virtual items 1-2-3-4-5, respectively.Account inventory 31 as depicted may further include graphical userinterface elements such as, by way of non-limiting example, an actionbutton 32 (which initiates an in-game action instruction). Uponengagement by Alice, in-game action instruction button 32 may request“virtual item 1” to be used for a particular request (e.g., through atext field or a dropdown menu, as indicated by a triangle in a box). Forexample, Alice may request to display in-game information about uniquedigital article 15 a, and unique digital article 15 a may be associatedwith a player-controllable in-game character that is also depicted inuser interface 300 b. User interface 300 b as depicted may furtherinclude graphical user interface elements such as, by way ofnon-limiting example, a notification element 33 b. Alice may havesubscribed and/or otherwise activated sensitivity of unique digitalarticle 15 a for a series of challenges against another unique digitalarticle, based on the results of a series of games by “Town City SportsBailers”, as described in regard to FIG. 3A. Upon a win by this team, astake may be provided to Alice, as indicated by notification 33 b,labeled “Yay! You won another challenge! You earned another 50sportsballcoins.” Note that if Alice deactivated sensitivity for uniquedigital article 15 a, no stakes would be received or lost, regardless ofthe results of the games.

FIG. 3C illustrates an example implementation of a user interface 300 cas may be used by system 100, in accordance with one or moreimplementations. User interface 300 c may enable a particular player(say, “Bob”, not depicted) to view and/or use an account inventoryand/or one or more unique digital articles controlled by the particularplayer. User interface 300 c may include a section or field for accountinventory 31 c, and/or other graphical user interface elements. Asdepicted, account inventory 31 c may include a list of different virtualitems and/or articles currently controlled by Bob, including virtualitems 1-2-3-4-5. Account inventory 31 c further depicts item informationregarding these virtual items, as indicated by item information1-2-3-4-5, which correspond to virtual items 1-2-3-4-5, respectively.Account inventory 31 c as depicted may further include graphical userinterface elements such as, by way of non-limiting example, an actionbutton 32 (which initiates an in-game action instruction). Uponengagement by Bob, in-game action instruction button 32 may request“virtual item 1” to be used for a particular request (e.g., through atext field or a dropdown menu, as indicated by a triangle in a box). Forexample, Bob may request to display in-game information about uniquedigital article 15 b, and unique digital article 15 b may be associatedwith a player-controllable in-game character that is also depicted inuser interface 300 c. User interface 300 c as depicted may furtherinclude graphical user interface elements such as, by way ofnon-limiting example, a notification element 33 c. Bob may have acceptedan invitation to partake in a particular series of challenges withunique digital article 15 b, based on the results of a series of gamesby “Citytown Ballsporters” (the perennial rival of “Town City SportsBallers”) who are easily recognized by the square logo on the body ofunique digital article 15 b. Upon a loss by this team, Bob loses hisstake, as indicated by notification 33 c, labeled “Boo! Anotherchallenge lost! You lose your stake of 30 sportsballcoins.” Note that ifBob deactivated sensitivity for unique digital article 15 b, he wouldlose no stakes regardless of how many games were lost.

FIG. 5A illustrate exemplary blockchain 117 c as may be used by system100, in accordance with one or more implementations. FIG. 5A illustratesa blockchain 117 c that includes a block 0, a block 1, and a block 2. Astime progresses, more blocks may be added to blockchain 117 c. Theblocks within blockchain 117 c are ordered. In block 0, one article(indicated by a capital “A”) is generated and/or assigned to player “n”(U_(n)). A second digital article, a smart contract 15 x is assigned toplayer “a” (U_(a)), and a third digital article, a smart contract 16 x,is assigned to player “a” (U_(a)), which may be an administrative user.For example, smart contract 15 x and smart contract 16 x may be orinclude templates for issuing particular types of unique digitalarticles. Smart contract 15 x and smart contract 16 x may have beenposted to blockchain 117 c by a component similar to record component134.

For example, the articles in block 0 may include individual ownershiprights recorded for particular digital articles within an online gamingplatform, similar to or the same as online game platform 105. Block 1 isconnected to block 0 (as indicated by a link 50 a), for example byincluding an address of block 1 in block 0, or vice versa. Likewise,block 1 is connected to block 2, as indicated by a link 50 b. In block1, a transaction to smart contract 15 x (indicated by “Ax”) is recorded.Transaction Ax to smart contract 15 x may issue a unique digital articleto player “p”, the unique digital article being defined by metadata 52.Here, metadata 52 is correlated to a player-controllable character named“Dino Boss Blanko”, having identifier “#001”, as depicted by a linkedimage of unique digital article 15, as well as including various otherfields of information, including a digital signature that serves as acertificate of authenticity, and sensitivity information for particularchallenges or types of challenges. Here, the sensitivity is turned ON,and subscribed/sensitive to a series of challenges that are evaluatedbased on the results for a series of games by Oakland Athletics. Inblock 1, another transactions from player “n” to player “j”, and fromplayer “j” to player “k” are also recorded. In block 2, severaltransactions may be recorded: a transaction from player “j” to player“n”, and a transaction to smart contract 16 x (indicated by “Ay”) isrecorded. Transaction Ay to smart contract 16 x may issue a uniquedigital article to player “p”, the unique digital article being definedby metadata 54 (here, correlated to a player-controllable characternamed “Dazzle Blanko”, having identifier “#010”, as depicted by a linkedimage of unique digital article 16, as well as including various otherfields of information, with sensitivity turned OFF). In block 2, anothertransaction is recorded, from player “j” to player “n”.

By way of non-limiting example, FIG. 5B illustrates a blockchain 117 dthat includes several blocks (block 3, block 4, block 5), that have beenappended to blockchain 117 c. Block 3 may be connected to block 2 (asindicated by link 50 c), block 4 may be connected to block 3 (asindicated by a link 50 d), and block 5 may be connected to block 4 (asindicated by a link 50 e). In block 3, another transaction may berecorded that modifies the rights pertaining to the unique digitalarticle (indicated by “Ax” and defined by metadata 52) to player “q”,such that player “p” no longer owns this “Dino Boss Blanko”. Block 4includes a transaction (indicated by a capital “T”) from player “k” toplayer “n”. For example, the transaction may represent a purchase of afirst virtual item by player “n” from seller player “k”. Additionally,block 4 includes a transaction to smart contract 15 x. For example, thistransaction may represent real-world information (or the results of oneor more evaluations based on real-world events, such as in this examplea win by the Oakland Athletics) being transferred to smart contract 15x. Block 5 includes a transaction from smart contract 15 x to player“q”, which may represent the distribution of a stake to user “q” due tothe current challenge involving this “Dino Boss Blanko”, based on thereal-world information of the win by the Oakland Athletics. If this gamehad been lost, player “q” would have lost the stake as defined in thecorresponding sensitivity information. Player “p” still owns a “DazzleBlanko”, but its sensitivity is turned OFF, so there is no relateddistribution or loss/seizure of stake.

By way of non-limiting example, FIG. 4 depicts a view 400 of interactivegameplay by a particular player (say, “Alice”, not depicted), usingunique digital article 15 a (depicted as a particular in-gameplayer-controllable character). Other players may be active and presentin view 400 (depicting a topography of a simulated space included in theinstance of a game), for example a first player-controllable character61 (standing below a cloud 61 a), a second player-controllable character62 (standing near an in-game structure 62 a that looks like a house),and unique digital article 15 b. Assume that both unique digital article15 a and unique digital article 15 b are currently participating in thesame challenge (both using a stake of 3 gold stars), based on real-worldresults of Oakland Athletics games. As the results of a pertinent gameare received, transformed, and/or transferred by one or more real-worldinformation servers 119 (not depicted), and subsequently evaluated byone or more smart contracts, a component of system 100 may eitherdistribute or seize stakes as appropriate, and notify Alice as indicatedby a notification 601 a, labeled “A”s win! You just earned 3 gold starsfrom your challenge with Bob!”.

Referring to FIG. 1 , user interfaces 125 may be configured tofacilitate interaction between players 123 and system 100 and/or betweenplayers 123 and client computing platforms 104. For example, userinterfaces 125 may provide an interface through which players 123 mayprovide information to and/or receive information from system 100. Insome implementations, user interface 125 may include one or more of adisplay screen, touchscreen, monitor, a keyboard, buttons, switches,knobs, levers, mouse, microphones, sensors to capture voice commands,sensors to capture body movement, sensors to capture hand and/or fingergestures, and/or other player interface devices configured to receiveand/or convey player input. In some implementations, one or more userinterfaces 125 may be included in one or more client computing platforms104. In some implementations, one or more user interfaces 125 may beincluded in system 100. In some implementations, user interface 125 maybe a type of interface that facilitates the exchange of virtual itemsbetween players.

Referring to FIG. 1 , in some implementations, online gaming platforms105, server(s) 102, client computing platform(s) 104, administrationservers 115, registry servers 111, real-world information servers 119,and/or external resources 138 may be operatively linked via one or moreelectronic communication links. For example, such electroniccommunication links may be established, at least in part, via one ormore networks 13 such as the Internet and/or other networks. It will beappreciated that this is not intended to be limiting, and that the scopeof this disclosure includes implementations in which online gamingplatforms 105, server(s) 102, client computing platform(s) 104,administration servers 115, registry servers 111, and/or externalresources 138 may be operatively linked via some other communicationmedia.

A given client computing platform 104 may include one or more processorsconfigured to execute computer program components. The computer programcomponents may be configured to enable an expert or player associatedwith the given client computing platform 104 to interface with system100 and/or external resources 138, and/or provide other functionalityattributed herein to client computing platform(s) 104. By way ofnon-limiting example, the given client computing platform 104 mayinclude one or more of a desktop computer, a laptop computer, a handheldcomputer, a tablet computing platform, a NetBook, a Smartphone, a gamingconsole, and/or other computing platforms.

Administration server(s) 115 may include one or more of servers 102 a,processors 132 a, machine-readable instructions 106 a, electronicstorage 130 a, and/or other components. Server(s) 102 a may beconfigured by machine-readable instructions 106 a. Machine-readableinstructions 106 a may include one or more instruction components. Theinstruction components may include one or more of input component 135,communication component 137, and/or other instruction components.Administration server 115 may include communication lines, or ports toenable the exchange of information with a network and/or other computingplatforms. In some implementations, administration servers 115 may beused by one or more administrative users, e.g., to configure and/orcontrol operation of system 100. In some implementations, administrativeservers 115 may include or player one or more player interfaces toreceive player input and/or otherwise interact with one or moreadministrative users.

External resources 138 may include sources of information outside ofsystem 100, external entities participating with system 100, externalproviders of computation and/or storage services, and/or otherresources. In some implementations, some or all of the functionalityattributed herein to external resources 138 may be provided by resourcesincluded in system 100. In some implementations, one or more externalresources 138 may provide information (e.g., event information regardingevents that are occurring and/or have occurred in the real world) totransformation component 139, real-world information server 119, and/orother components of system 100. In some implementations, externalresources 138 may include one or more real-world information servers orblockchain oracles.

Server(s) 102 may include communication lines, or ports to enable theexchange of information with a network and/or other computing platforms.Illustration of server(s) 102 in FIG. 1 is not intended to be limiting.Server(s) 102 may include a plurality of hardware, software, and/orfirmware components operating together to provide the functionalityattributed herein to server(s) 102. For example, server(s) 102 may beimplemented by a cloud of computing platforms operating together asserver(s) 102.

Electronic storage 130 may comprise non-transitory storage media thatelectronically stores information. The electronic storage media ofelectronic storage 130 may include one or both of system storage that isprovided integrally (i.e., substantially non-removable) with server(s)102 and/or removable storage that is removably connectable to server(s)102 via, for example, a port (e.g., a USB port, a firewire port, etc.)or a drive (e.g., a disk drive, etc.). Electronic storage 130 mayinclude one or more of optically readable storage media (e.g., opticaldisks, etc.), magnetically readable storage media (e.g., magnetic tape,magnetic hard drive, floppy drive, etc.), electrical charge-basedstorage media (e.g., EEPROM, RAM, etc.), solid-state storage media(e.g., flash drive, etc.), and/or other electronically readable storagemedia. Electronic storage 130 may include one or more virtual storageresources (e.g., cloud storage, a virtual private network, and/or othervirtual storage resources). Electronic storage 130 may store softwarealgorithms, information determined by processor(s) 132, informationreceived from server(s) 102, information received from client computingplatform(s) 104, and/or other information that enables server(s) 102 tofunction as described herein.

Processor(s) 132 may be configured to provide information processingcapabilities in server(s) 102. As such, processor(s) 132 may include oneor more of a digital processor, an analog processor, a digital circuitdesigned to process information, an analog circuit designed to processinformation, a state machine, and/or other mechanisms for electronicallyprocessing information. Although processor(s) 132 is shown in FIG. 1 asa single entity, this is for illustrative purposes only. In someimplementations, processor(s) 132 may include a plurality of processingunits. These processing units may be physically located within the samedevice, or processor(s) 132 may represent processing functionality of aplurality of devices operating in coordination. Processor(s) 132 may beconfigured to execute components 108, 110, 112, 114, 116, 118, 120, 122,124, 126, 128, 131, 133, 134, 135, 136, 137, 139, and/or 141, and/orother components. Processor(s) 132 may be configured to executecomponents 108, 110, 112, 114, 116, 118, 120, 122, 124, 126, 128, 131,133, 134, 135, 136, 137, 139, and/or 141, and/or other components bysoftware; hardware; firmware; some combination of software, hardware,and/or firmware; and/or other mechanisms for configuring processingcapabilities on processor(s) 132. As used herein, the term “component”may refer to any component or set of components that perform thefunctionality attributed to the component. This may include one or morephysical processors during execution of processor readable instructions,the processor readable instructions, circuitry, hardware, storage media,or any other components.

It should be appreciated that although components 108, 110, 112, 114,116, 118, 120, 122, 124, 126, 128, 131, 133, 134, 135, 136, 137, 139,and/or 141 are illustrated in FIG. 1 as being implemented within asingle processing unit, in implementations in which processor(s) 132includes multiple processing units, one or more of components 108, 110,112, 114, 116, 118, 120, 122, 124, 126, 128, 131, 133, 134, 135, 136,137, 139, and/or 141 may be implemented remotely from the othercomponents. The description of the functionality provided by thedifferent components 108, 110, 112, 114, 116, 118, 120, 122, 124, 126,128, 131, 133, 134, 135, 136, 137, 139, and/or 141 described below isfor illustrative purposes only, and is not intended to be limiting, asany of components 108, 110, 112, 114, 116, 118, 120, 122, 124, 126, 128,131, 133, 134, 135, 136, 137, 139, and/or 141 may provide more or lessfunctionality than is described. For example, one or more of components108, 110, 112, 114, 116, 118, 120, 122, 124, 126, 128, 131, 133, 134,135, 136, 137, 139, and/or 141 may be eliminated, and some or all of itsfunctionality may be provided by other ones of components 108, 110, 112,114, 116, 118, 120, 122, 124, 126, 128, 131, 133, 134, 135, 136, 137,139, and/or 141. As another example, processor(s) 132 may be configuredto execute one or more additional components that may perform some orall of the functionality attributed below to one of components 108, 110,112, 114, 116, 118, 120, 122, 124, 126, 128, 131, 133, 134, 135, 136,137, 139, and/or 141.

FIG. 2 illustrates a method 200 of effectuating challenges betweenunique digital articles, the challenges being evaluated based onparticular real-world information, in accordance with one or moreimplementations. The operations of method 200 presented below areintended to be illustrative. In some implementations, method 200 may beaccomplished with one or more additional operations not described,and/or without one or more of the operations discussed. Additionally,the order in which the operations of method 200 are illustrated in FIG.2 and described below is not intended to be limiting.

In some implementations, method 200 may be implemented in one or moreprocessing devices (e.g., a digital processor, an analog processor, adigital circuit designed to process information, an analog circuitdesigned to process information, a state machine, and/or othermechanisms for electronically processing information). The one or moreprocessing devices may include one or more devices executing some or allof the operations of method 200 in response to instructions storedelectronically on an electronic storage medium. The one or moreprocessing devices may include one or more devices configured throughhardware, firmware, and/or software to be specifically designed forexecution of one or more of the operations of method 200.

At an operation 202, an instance of a game is executed, within theonline gaming platform, to facilitate presentation of the game toplayers, and in-game actions are implemented in the instance of the gamein response to in-game action instructions for the in-game actions bythe players. Presentation of the game is based on views of the game thatare determined during execution of the instance of the game. The playersinclude a first player and a second player. In some embodiments,operation 202 is performed by a game component the same as or similar togame component 108 (shown in FIG. 1 and described herein).

At an operation 204, player accounts associated with the players aremanaged. The player accounts include a first player account associatedwith the first player and a second player account associated with thesecond player. The first player account includes a first accountinventory of a first set of virtual items. The second player accountincludes a second account inventory of a second set of virtual items.The first player controls the first set of virtual items in the firstaccount inventory. The second player controls the second set of virtualitems in the second account inventory. The first account inventoryincludes a first unique digital article that is associated with a firstin-game player-controllable character usable in the instance of thegame. The second account inventory includes a second unique digitalarticle that is associated with a second in-game player-controllablecharacter usable in the instance of the game. In some embodiments,operation 204 is performed by an account component the same as orsimilar to account component 112 (shown in FIG. 1 and described herein).

At an operation 206, sets of instructions are generated and transferredto record and/or modify a first set of usage information pertaining tothe first unique digital article and a second set of usage informationpertaining to the second unique digital article. In some embodiments,operation 206 is performed by a recording component and/or a registrycomponent the same as or similar to recording component 114 and/orregistry component 128 (shown in FIG. 1 and described herein).

At an operation 208, a first presentation is effectuated of a first userinterface to the first player. The first user interface enables thefirst player, through first player input, to define an objective for achallenge between the first unique digital article and the second uniquedigital article. The challenge will be evaluated based on real-worldinformation. The first user interface enables the first player to defineone or more stakes for the challenge. The one or more stakes includesone or more virtual items and/or objects that are usable within theonline gaming platform. The first user interface enables the firstplayer initiate transmission of information representing an invitationfor the second player to partake in the challenge through the secondunique digital article. The information is transmitted to a clientcomputing platform associated with the second user. The invitationcorresponds to the objective and the one or more stakes as definedthrough the first user interface. In some embodiments, operation 208 isperformed by a presentation component the same as or similar topresentation component 133 (shown in FIG. 1 and described herein).

At an operation 210, a second presentation is effectuated of theinvitation to the second player. In some embodiments, operation 210 isperformed by a presentation component the same as or similar topresentation component 133 (shown in FIG. 1 and described herein).

At an operation 212, an indication of acceptance of the invitation isreceived to partake in the challenge, from the client computing platformassociated with the second player, by the second player. In someembodiments, operation 212 is performed by a presentation component thesame as or similar to presentation component 133 (shown in FIG. 1 anddescribed herein).

At an operation 214, a set of instructions is generated and transferredto record and/or modify information. The set of instructions records afirst set of usage information pertaining to the first unique digitalarticle. The set of instructions records a second set of usageinformation pertaining to the second unique digital article. The set ofinstructions records executable code pertaining to the challenge. Insome embodiments, operation 214 is performed by a recording componentand/or a registry component the same as or similar to recordingcomponent 114 and/or registry component 128 (shown in FIG. 1 anddescribed herein).

At an operation 216, a first set of instructions is received andexecuted to record, on the permanent registry, the first set of usageinformation. The first set of usage information controls usage by thefirst player of the first unique digital article. A second set ofinstructions is received and executed to record, on the permanentregistry, the second set of usage information. The second set of usageinformation controls usage by the second player of the second uniquedigital article. The first set of usage information controls a firstsensitivity of the first unique digital article to partake inchallenges, including the challenge. The second set of usage informationcontrols a second sensitivity of the second unique digital article topartake in challenges, including the challenge. In some embodiments,operation 216 is performed by a receipt component and/or a transactioncomponent, the same as or similar to receipt component 136 and/ortransaction component 134 (shown in FIG. 1 and described herein).

At an operation 218, the executable code is recorded on the permanentregistry. The executable code is configured to (i) receive thereal-world information from a real-world information server, and (ii)perform one or more evaluations based on the received real-worldinformation. The one or more evaluations evaluate the challenge. In someembodiments, operation 218 is performed by a receipt component and/or atransaction component, the same as or similar to receipt component 136and/or transaction component 134 (shown in FIG. 1 and described herein).

At an operation 220, the real-world information is determined based onevents that have occurred in the real world, external to the real-worldinformation server and the system. In some embodiments, operation 220 isperformed by a transformation component the same as or similar totransformation component 139 (shown in FIG. 1 and described herein).

At an operation 222, the real-world information is transferred to atleast one of the registry server and the permanent registry. In someembodiments, operation 222 is performed by a transfer component the sameas or similar to transfer component 141 (shown in FIG. 1 and describedherein).

At an operation 224, execution of the executable code and performance ofthe one or more evaluations are effectuated. The one or more evaluationsevaluate the challenge. In some embodiments, operation 224 is performedby a transaction component the same as or similar to transactioncomponent 134 (shown in FIG. 1 and described herein).

At an operation 226, the one or more stakes are distributed and/orreturned to either the first unique digital article or the first player,responsive to the performance of the one or more evaluations evaluatingthat the first unique digital article won the challenge. In someembodiments, operation 226 is performed by a distribution component thesame as or similar to distribution component 124 (shown in FIG. 1 anddescribed herein).

At an operation 228, the one or more stakes are distributed and/orreturned to either the second unique digital article or the secondplayer, responsive to the performance of the one or more evaluationsevaluating that the second unique digital article won the challenge. Insome embodiments, operation 228 is performed by a distribution componentthe same as or similar to distribution component 124 (shown in FIG. 1and described herein).

Although the present technology has been described in detail for thepurpose of illustration based on what is currently considered to be themost practical and preferred implementations, it is to be understoodthat such detail is solely for that purpose and that the technology isnot limited to the disclosed implementations, but, on the contrary, isintended to cover modifications and equivalent arrangements that arewithin the spirit and scope of the appended claims. It is to beunderstood that the present technology contemplates that, to the extentpossible, one or more features of any implementation can be combinedwith features of any other implementation.

What is claimed is:
 1. A system configured to effectuate challengesbetween unique digital articles, the challenges being evaluated based onparticular real-world information, the system comprising: an onlinegaming platform including one or more hardware processors configured bymachine-readable instructions to: execute, within the online gamingplatform, an instance of a game to facilitate presentation of the gameto players, and implement in-game actions in the instance of the game inresponse to in-game action instructions by the players, wherein thepresentation of the game is based on views determined during executionof the instance of the game, wherein the players include a first playerand a second player; manage player accounts associated with the players,wherein the player accounts include a first player account associatedwith the first player and a second player account associated with thesecond player, wherein the first player account includes a first accountinventory including a first unique digital article that is associatedwith a first in-game player-controllable character, wherein the secondplayer account includes a second account inventory including a secondunique digital article that is associated with a second in-gameplayer-controllable character; effectuate a first presentation of afirst user interface to the first player that enables the first player,through first player input, to (i) define an objective for a challengebetween the first unique digital article and the second unique digitalarticle, wherein the challenge will be evaluated based on real-worldinformation, and (ii) define one or more stakes for the challenge,including one or more virtual items and/or objects that are usablewithin the online gaming platform; effectuate a second presentation tothe second player of an invitation to partake in the challenge, whereinthe invitation corresponds to the objective and the one or more stakesas defined through the first user interface; and responsive toacceptance by the second player of the invitation, generate andtransfer, to a registry server that implements a permanent registry, aset of instructions to record and/or modify executable code pertainingto the challenge; and the registry server including one or moreprocessors configured by one or more machine-readable instructions to:receive and record, on the permanent registry, the executable code,wherein the executable code is configured to (i) obtain the real-worldinformation from a real-world information server, wherein the real-worldinformation is based on events that have occurred in the real world,external to the real-world information server, and (ii) perform one ormore evaluations based on the real-world information, wherein the one ormore evaluations evaluate the challenge; and effectuate execution of theexecutable code; wherein either the one or more processors included inthe registry server or the one or more hardware processors included inthe online gaming platform are further configured to: responsive to theone or more evaluations evaluating that the first unique digital articlewon the challenge, distribute and/or return the one or more stakes toeither the first unique digital article or the first player; andresponsive to the one or more evaluations evaluating that the secondunique digital article won the challenge, distribute and/or return theone or more stakes to either the second unique digital article or thesecond player.
 2. The system of claim 1, wherein winning the challengeis mutually exclusive between the first unique digital article and thesecond unique digital article.
 3. The system of claim 1, wherein theevents in the real world include competitions in professional sports,wherein the challenge is evaluated based on a first competition selectedfrom the competitions in professional sports.
 4. The system of claim 1,wherein the one or more stakes for the challenge include a first stakeprovided by the first player and a second stake provided by the secondplayer.
 5. The system of claim 4, wherein either the one or moreprocessors included in the registry server or the one or more hardwareprocessors included in the online gaming platform are configured to:responsive to the performance of the one or more evaluations evaluatingthat the first unique digital article won the challenge, distribute thesecond stake to the first unique digital article and return the firststake to the first player; and responsive to the performance of the oneor more evaluations evaluating that the second unique digital articlewon the challenge, distribute the first stake to the second uniquedigital article and return the second stake to the second player.
 6. Thesystem of claim 1, wherein the one or more hardware processors includedin the online gaming platform are further configured to: present a userinterface to the first player that enables the first player, throughfirst player input, to: (i) modify a first sensitivity of the firstunique digital article to partake in the challenges, (ii) modify aparticular category of events in the real world on which the real-worldinformation is based, (iii) enter and/or select a first stake that willpotentially be lost based on the one or more evaluations, and (iv)initiate transmission of article-specific information to the registryserver for recordation on the permanent registry, wherein thearticle-specific information corresponds to the first player input. 7.The system of claim 1, wherein effectuating the second presentation ofthe invitation to the second player is performed through a second userinterface presented in the client computing platform associated with thesecond player, and wherein receiving an indication of the acceptance isperformed through the second user interface.
 8. The system of claim 1,wherein, by virtue of ownership, the first in-game player-controllablecharacter is configured to be controlled by the first player in theinstance of the game and the second in-game player-controllablecharacter is configured to be controlled by the second player in theinstance of the game.
 9. The system of claim 6, wherein the firstsensitivity specifies a series of potential distributions correspondingto a series of the events in the real world, wherein the first andsecond unique digital articles are subscribed to the real-worldinformation pertaining to the series of events in the real world, andwherein transferring the real-world information to at least one of theregistry server and the permanent registry includes publishing thereal-world information to one or more subscribed unique digitalarticles, including the first and second unique digital articles. 10.The system of claim 1, further comprising: the real-world informationserver including one or more particular processors configured byparticular machine-readable instructions to: determine the real-worldinformation based on the events that have occurred in the real world,external to the real-world information server and the system; andtransfer the real-world information to at least one of the registryserver and the permanent registry.
 11. A method of effectuatingchallenges between unique digital articles, the challenges beingevaluated based on particular real-world information, the methodcomprising: executing, within an online gaming platform, an instance ofa game to facilitate presentation of the game to players, andimplementing in-game actions in the instance of the game in response toin-game action instructions by the players, wherein the presentation ofthe game is based on views determined during execution of the instanceof the game, wherein the players include a first player and a secondplayer; managing player accounts associated with the players, whereinthe player accounts include a first player account associated with thefirst player and a second player account associated with the secondplayer, wherein the first player account includes a first accountinventory including a first unique digital article that is associatedwith a first in-game player-controllable character, wherein the secondplayer account includes a second account inventory including a secondunique digital article that is associated with a second in-gameplayer-controllable character; effectuating a first presentation of afirst user interface to the first player that enables the first player,through first player input, to (i) define an objective for a challengebetween the first unique digital article and the second unique digitalarticle, wherein the challenge will be evaluated based on real-worldinformation, and (ii) define one or more stakes for the challenge,including one or more virtual items and/or objects that are usablewithin the online gaming platform; effectuating a second presentation tothe second player of an invitation to partake in the challenge, whereinthe invitation corresponds to the objective and the one or more stakesas defined through the first user interface; responsive to acceptance bythe second player of the invitation, generating and transferring a setof instructions to record and/or modify executable code pertaining tothe challenge; receiving and recording, on a permanent registry, theexecutable code, wherein the executable code is configured to (i) obtainthe real-world information from a real-world information server, whereinthe real-world information is based on events that have occurred in thereal world, external to the real-world information server, and (ii)perform one or more evaluations based on the real-world information,wherein the one or more evaluations evaluate the challenge; effectuatingexecution of the executable code; distributing and/or returning the oneor more stakes to either the first unique digital article or the firstplayer, responsive to the one or more evaluations evaluating that thefirst unique digital article won the challenge; and distributing and/orreturning the one or more stakes to either the second unique digitalarticle or the second player, responsive to the one or more evaluationsevaluating that the second unique digital article won the challenge. 12.The method of claim 11, wherein winning the challenge is mutuallyexclusive between the first unique digital article and the second uniquedigital article.
 13. The method of claim 11, wherein the events in thereal world include competitions in professional sports, wherein thechallenge is evaluated based on a first competition selected from thecompetitions in professional sports.
 14. The method of claim 11, whereinthe one or more stakes for the challenge include a first stake providedby the first player and a second stake provided by the second player.15. The method of claim 14, wherein: responsive to the performance ofthe one or more evaluations evaluating that the first unique digitalarticle won the challenge, distributing the second stake to the firstunique digital article and returning the first stake to the firstplayer; and responsive to the performance of the one or more evaluationsevaluating that the second unique digital article won the challenge,distributing the first stake to the second unique digital article andreturning the second stake to the second player.
 16. The method of claim11, further comprising: presenting a user interface to the first playerthat enables the first player, through first player input, to: (i)modify a first sensitivity of the first unique digital article topartake in the challenges, (ii) modify a particular category of eventsin the real world on which the real-world information is based, (iii)enter and/or select the first stake that will potentially be lost basedon the one or more evaluations, and (iv) initiate transmission ofarticle-specific information to the registry server for recordation onthe permanent registry, wherein the article-specific informationcorresponds to the first player input.
 17. The method of claim 11,wherein effectuating the second presentation of the invitation to thesecond player is performed through a second user interface presented inthe client computing platform associated with the second player, andwherein receiving an indication of the acceptance is performed throughthe second user interface.
 18. The method of claim 11, wherein, byvirtue of ownership, the first in-game player-controllable character iscontrolled by the first player in the instance of the game and thesecond in-game player-controllable character is controlled by the secondplayer in the instance of the game.
 19. The method of claim 16, whereinthe first sensitivity specifies a series of potential distributionscorresponding to a series of the events in the real world, wherein thefirst and second unique digital articles are subscribed to thereal-world information pertaining to the series of events in the realworld, and wherein transferring the real-world information to at leastone of the registry server and the permanent registry includespublishing the real-world information to one or more subscribed uniquedigital articles, including the first and second unique digitalarticles.
 20. The method of claim 11, further comprising: determiningthe real-world information based on the events that have occurred in thereal world, external to the real-world information server and thesystem; and transferring the real-world information to at least one ofthe registry server and the permanent registry.